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8/4/2016

OculusRiftvs.HTCVive|SpecComparison|DigitalTrends

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SpecComparison:TheRiftislessexpensivethan

SPEC COMPARISON: THE RIFT IS LESS


EXPENSIVE THAN THE VIVE, BUT IS IT
A BETTER VALUE?
ByDigitalTrendsStaff April5,201610:40AM

http://www.digitaltrends.com/virtualreality/oculusriftvshtcvive/

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HTC and Oculus are at the forefront of virtual reality. How do the two
consumer models compare to one another when they do nally hit
shelves in 2016? Check out the spec comparison below for an indepthlook atyou can expect when you pull the trigger on a new VR
headset.

Oculus Rift

HTC Vive

Display

OLED

OLED

Resolution

2160 x 1200

2160 x 1200

Refresh Rate

90Hz

90Hz

Platform

Oculus Home

SteamVR

110 degrees

110 degrees

Tracking area

5 x 11 feet

15 x 15 feet

Built-inaudio

Yes

Yes

Built-in mic

Yes

Yes

Controller

Oculus Touch, Xbox One controller

SteamVR controller, any PC compatible


gamepad

Sensors

Accelerometer, gyroscope, magnetometer, 360degree positional tracking

Accelerometer, gyroscope,laser position


sensor, front-facing camera

Connections

HDMI, USB 2.0, USB 3.0

HDMI, USB 2.0, USB 3.0

Requirements

NVIDIA GTX 970 / AMD 290 equivalent or


greater
Intel i5-4590 equivalent or greater
8GB+ RAM
Compatible HDMI 1.3 video output
2x USB 3.0 ports
Windows 7 SP1 or newer

NVIDIA GeForce GTX 970 /Radeon R9 280


equivalent or greater

Field of view

Intel Core i5-4590 equivalent or greater


4GB+ of RAM
Compatible HDMI 1.3 video output
1x USB 2.0 port

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Price

$600

$800

DT review

Hands-on

Review

Design

Oculus Rift

Lets be honest, neither the Rift or Vive is going to win any fashion
awards. Both are bulky, yet lightweight devices you strap to the front
of your head like a wearable brick,which then allow you an
unobstructed view into the world of virtual reality.
That said, the Rift and Vive both utilize adjustable Velcro straps and
comfortable padding on the interior faceplate. TheVive is still a bit on
the heavy side, which makes sense given it touts 37 visible sensors
on the front designed to connect to wireless cameras within the
tracking space.
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The Rift, on the other hand, showcases a sleeker exterior design and
smaller footprint. Both modelsaccommodate glasses (though with
some added discomfort), connectvia USB and HDMI to your
PC,andfeature integrated audio at launch with the option toplug in
your own headphones if desired.

Controls

Oculus Touch

HTC Vive controller

The headset itself is only one aspect of the design, though. The Rift
and the Vive both capitalize on two custom controllers known as

Oculus Touch and SteamVR, respectively. Although a standard Xbox


One controller will initially ship with the Rift, the aforementioned
Touch will arriveat some point in 2016.
Thesemirroredcontrollers will
include a joystick and button
setup, yes, but theyll also utilize
the same low-latency tracking
technology that determines the
relative position of the headset.
The design will allow the pair of
controllers to function more like
your real hands when gaming,
capitalizing on internal tracking
sensors and haptic feedback for a more immersive experience.

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Pricing has not been announced, but Oculus has suggested theyll be
in the $150 to $200 range.
Related:HTC unveils its second Vive VR headset, and it has a camera
on it
The Vive takes a dierent approach. The devices controllers,
available at launch and bundled with the headset,function much like
a modied Steam Controller, sport touch-sensitive circles under your
thumbs, and trigger buttons that act as primary selection buttons. The
latest iteration of the controller isa step up from the original. Vives
new controllers are sleeker, the jagged edges of the previous model
smoothedfor better comfort. Textured buttons and grip pads aim to
ensure a more ergonomic experience.The grip can even detect
when you squeeze, furthering their responsiveness while allowing
you tointeract withvirtual objects with a more realistic sense of
touch.
Both devices will also support gamepads, though only the Rift ships
with an Xbox One controller.

Display and tracking


Virtual reality headsets are only as good as thedisplay they utilize.
That said, the Rift and Vive both come outtted with vibrant OLED
displays, each of which oers 1,080 x 1,200-pixel resolution for each
eye. Said displays bring the nal pixel resolutionto2,160 x 1,200, with
90Hz refresh rates, thus ensuring the frame rate is high enough to
prevent motion sickness and provide a smooth experience overall.

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The Vives redesigned sensors are much smaller

The Rift also relies on360-degree positional head tracking and


delivers a110-degree eld of view, whereas the Vive makes use of
laser positioning and more than 70 sensors, including a gyroscope
and accelerometer (among others).

The latter also supports a 110-degree eld of view, though, unlike the
Rift, its intended to function in the space roughly the size of a walk-in
closet when used in conjunction with a pair of Steam VR Laser
Tracking base stations. The Rift is more as a sit-down device,
opposed to one you wear and physically walk around the room with,
though some Rift demos require the user stand.
Perhaps the biggest addition to the Vive is a front facing camera that
allows the user to see real-world objects while they are in VR. With
the mere press of a button, users can activate the chaperone
system, which will cause any objects seen by the camera to shimmer
into existence in the virtual world. Aside from looking impressive, this
feature solves on of the biggest issues with VRallowing users to
safely interact with or avoid objects in their rooms while wearing the
headset.
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Performance and requirements


So, how do the Rift and Vive perform in real-world scenarios when
stacked directly against one another? Thats a phenomenal question.
Because both headsets and their accompanying controlsfunction as
peripherals as opposed to standalone device, theyre also heavily
reliant on the hardware powering them.
When it comes to minimum
requirements for the Rift, Oculus
recommends anIntel i5-4590
processor, more than 8GB or
RAM, and Windows 7 SPI. Youll
also need aGTX 970 or AMD
290 graphics card anda few
ports, and though a less-beefy PC
can run the Rift, the experience
certainly wont be ideal.
The Vives requirements are basically identical with one notable
exception the AMD Radeon R9 280 is the minimum recommended

card, rather than the R9 290. That was actually changed very close to
release, and Valve has stated it wants to further reduce the minimum
system requirements as renements to the hardware allows it.
If you need to build your own VR rig, check out our PC build guideto
see the hardware we suggest.

Software
The Oculus Rift is compatible with software through the Oculus Rift
store, as well as other outlets. It comes with the gameLuckys Tale
included for free.
HTCs Vive, meanwhile, is designed to primarily work with Valves
Steam platform, though it also can be used with other software if its
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coded to support the device. The Vive shipsJob Simulator, Fantastic

Contraption, andTilt Brush.


Both models have a small but reasonably robust launch lineup. The
Rift is compatible with games likeEve:Valkyrieand Adr1ft, while the
Vives exclusives include the bundledFantastic Contraptionand
Valves demo bundle,The Lab.The headsets also run a variety of
games, likeElite Dangerous, that came out before the retail launch of
VR, but were developed with VR in mind.

Availability and pricing


The Rift is $600, while the Vive is a considerably more expensive
$800, likely due to the production cost of the room-scale movement
sensors and its two included controller wands. The Rifts Touch
controllers do not come standard, so the price of the Rift with Touch
controllers will likely come close to the Vive.
Ultimately, neither headset is cheap, and thats not even taking into
account the powerful computers needed to run the devices.

Conclusion
The Oculus Rift and HTC Vive are two of the most prominent VR
headsets aside from the PlayStation VR, which was recently
announced starting at $400.
Many of the hardware specs, such as the internal display and eld of
view, are virtually the same between the Rift and Vive. Other facets
notably the controllers and tracking system unique to each device
dier.
While the specications make it dicult to declare a winner, our
personal experiences of the Vive have been more favorable, as you
can read in our review. The Vive feels more immersive because its a
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standing, walking experience, rather than a seated headset. And its


controllers, which shipped at launch, completely change how users
interact with VR.
Yes, the Vive is more expensive. If youre going to spend hundreds of
dollars on a VR experience, why not buy the most immersive headset
available?

Update 4/5/2016 by Matt Smith: Added new information available at


launch

Update 2/22/2106 by Gabe Carey: Added new information about the


HTC Vives launch.

Update 1/6/2016 by Will Nicol:Added new information regarding


software, released during CES 2016.
Also watch: Asus ROG GX700 Hands On

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19Comments

Sortby Newest

Addacomment...

KenMurray
JusthadmyfirstVRdemoafewhoursago.I'manITguybytheway30+years.Itwas
onanOcculusRift.Lucky'sTaillookedgreatbutthecomputerwasunderspeced.I'm
impressedbutnotpersuadedit'ssomethingI'dlikedoingformorethanafewminutes.
Reasons:
1.I'mnotthatintogames
2.Depthperception,samethingthatmakesmost3Dmoviesmostlyawful
3.Impressiveresolution,butwhydoIseejaggedlinesonstraightsurfaces
4.Whydoeseverythinglookblurredok,iseveryone'seye'ssetthisdistanceapartandI
can'tadjustthat?
I'llgetonewaydowntheline,somethingI'dlikeforCADworkbutrightnowno.
LikeReplyJul4,20166:21pm

JoeHollidayWorksatUnitedStatesNavy
NotsureaboutthecommercialversionoftheRift(onlyhaveaDK2),butonthe
Vivethedepthperceptionisfarbetterthan3dmonitorsandtelevisions.Playingon
anunderspecedsystemwillserverelyimpacttheexperience.Asfaraseye
distance,theVivehasaninterpupilarydistanceadjustment.

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distance,theVivehasaninterpupilarydistanceadjustment.
LikeReplyAug2,20167:52am

JoelDujsikSanFrancisco,California
usedboththeviveandtherift.theriftseemstometohavebettergraphics,thoughthey
havethesamespecsgraphicsontheviveweresomewhatjerky.
LikeReplyMay25,20169:45pm

SnorkyMescalineUniversitlibredeBruxelles
OnlythegamesaremeanttostaystationaryonyourchairormovinginaRoom.
ThereareNOrestrictiontousetheHTCvivewhilesittingonachair.
AndwiththeTouchcontrollershippedwiththesecondcameratheRIFTwillalsohaveno
restrictionatall.
ThosestatementsareonlytrueaboutforthefirstmonthsuntilltheTouchisreleased
(2016).
Ifyourorderitnow,youwillnotbedeliveredbeforejullyatBEST,Touchwillbereleased
onthe3or4monthfollowingthat!!!
BettertoaskifyouprefertheViVecontroler(wiimotelikewithtouchpad)ortheTouch
controller(2trigger/gripbuttonsandjoysticks).
Bettertoaskifyouwannamesswiththecableoftherift2ndcamerathathavetobeplug
onthecomputerbyUSB3(theviveonejustneedpower).
LikeReplyMar28,201611:49pmEdited

RuiMiguelCarreiraWorksatParlamentoNacionaldeTimorLeste
Mymaindoubtispeoplethatuseglasseslikeme,Ihaveahardtimeatthecinema
watching3dmoviesalready,isitanissue?
LikeReplyMar21,201611:08pm

ThiagoCanolaSeniorCreativeDesigneratGeneralMotors

It'snot2160x1200pereye.Itwillbe1080x1200pereye.IhadtheDK21920x1080
andIcansayitneedstobe4kresolutionatleasttobefair.Youcanstillsethepixel
windowanditkillsgameswhenyouneedtolookfarbecauseyoustarttofocusinsome
pixels.Inashootinggameforexample,youcannotaspreciseasusingmonitors.The
samehappenstoracinggames.Inthebegginingitisareallygoodexperience,unique,
veryinteresting.Butitisn'treadytoreplacethemonitorsyetintermsofperformance.
LikeReplyMar19,20162:09pm

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